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-rw-r--r--src/bin/perf-test.rs14
-rw-r--r--src/engine/expressive_engine.rs412
-rw-r--r--src/engine/mod.rs1
-rw-r--r--src/input/json.rs117
-rw-r--r--tests/expressive_to_bitwise_comparison.rs256
5 files changed, 7 insertions, 793 deletions
diff --git a/src/bin/perf-test.rs b/src/bin/perf-test.rs
index 8d6a490..8c93f5a 100644
--- a/src/bin/perf-test.rs
+++ b/src/bin/perf-test.rs
@@ -13,20 +13,6 @@ fn main() {
bitwise();
}
-fn _expressive() {
- println!("Running expressive engine");
- let start_time = PreciseTime::now();
- let (settings, state) = match input::json::read_expressive_state_from_file(STATE_PATH) {
- Ok(ok) => ok,
- Err(error) => {
- println!("Error while parsing JSON file: {}", error);
- process::exit(1);
- }
- };
- let max_time = Duration::milliseconds(MAX_TIME_MILLIS);
- strategy::monte_carlo::choose_move(&settings, &state, &start_time, max_time);
-}
-
fn bitwise() {
println!("Running bitwise engine");
let start_time = PreciseTime::now();
diff --git a/src/engine/expressive_engine.rs b/src/engine/expressive_engine.rs
deleted file mode 100644
index 557e0fa..0000000
--- a/src/engine/expressive_engine.rs
+++ /dev/null
@@ -1,412 +0,0 @@
-use std::ops::FnMut;
-use engine::command::{Command, BuildingType};
-use engine::geometry::Point;
-use engine::settings::{GameSettings, BuildingSettings};
-use engine::{GameStatus, Player, GameState};
-
-#[derive(Debug, Clone, PartialEq)]
-pub struct ExpressiveGameState {
- pub status: GameStatus,
- pub player: Player,
- pub opponent: Player,
- pub player_unconstructed_buildings: Vec<UnconstructedBuilding>,
- pub player_buildings: Vec<Building>,
- pub unoccupied_player_cells: Vec<Point>,
- pub opponent_unconstructed_buildings: Vec<UnconstructedBuilding>,
- pub opponent_buildings: Vec<Building>,
- pub unoccupied_opponent_cells: Vec<Point>,
- pub player_missiles: Vec<Missile>,
- pub opponent_missiles: Vec<Missile>
-}
-
-#[derive(Debug, Clone, PartialEq)]
-pub struct UnconstructedBuilding {
- pub pos: Point,
- pub health: u8,
- pub construction_time_left: u8,
- pub weapon_damage: u8,
- pub weapon_speed: u8,
- pub weapon_cooldown_period: u8,
- pub energy_generated_per_turn: u16
-}
-
-#[derive(Debug, Clone, PartialEq)]
-pub struct Building {
- pub pos: Point,
- pub health: u8,
- pub weapon_damage: u8,
- pub weapon_speed: u8,
- pub weapon_cooldown_time_left: u8,
- pub weapon_cooldown_period: u8,
- pub energy_generated_per_turn: u16,
- pub age: u16
-}
-
-#[derive(Debug, Clone, PartialEq)]
-pub struct Missile {
- pub pos: Point,
- pub damage: u8,
- pub speed: u8,
-}
-
-impl GameState for ExpressiveGameState {
- fn simulate(&mut self, settings: &GameSettings, player_command: Command, opponent_command: Command) -> GameStatus {
- if self.status.is_complete() {
- return self.status;
- }
-
- ExpressiveGameState::perform_construct_command(&mut self.player_unconstructed_buildings, &mut self.player_buildings, &mut self.player, &mut self.unoccupied_player_cells, settings, player_command, &settings.size);
- ExpressiveGameState::perform_construct_command(&mut self.opponent_unconstructed_buildings, &mut self.opponent_buildings, &mut self.opponent, &mut self.unoccupied_opponent_cells, settings, opponent_command, &settings.size);
- ExpressiveGameState::perform_deconstruct_command(&mut self.player_unconstructed_buildings, &mut self.player_buildings, &mut self.player, &mut self.unoccupied_player_cells, player_command);
- ExpressiveGameState::perform_deconstruct_command(&mut self.opponent_unconstructed_buildings, &mut self.opponent_buildings, &mut self.opponent, &mut self.unoccupied_opponent_cells, opponent_command);
-
- ExpressiveGameState::update_construction(&mut self.player_unconstructed_buildings, &mut self.player_buildings, &mut self.player);
- ExpressiveGameState::update_construction(&mut self.opponent_unconstructed_buildings, &mut self.opponent_buildings, &mut self.opponent);
-
- ExpressiveGameState::fire_teslas(&mut self.player, &mut self.player_buildings, &mut self.unoccupied_player_cells, &mut self.opponent, &mut self.opponent_buildings, &mut self.unoccupied_opponent_cells, &settings);
-
- ExpressiveGameState::add_missiles(&mut self.player_buildings, &mut self.player_missiles);
- ExpressiveGameState::add_missiles(&mut self.opponent_buildings, &mut self.opponent_missiles);
-
- ExpressiveGameState::move_missiles(&mut self.player_missiles, |p| p.wrapping_move_right(),
- &mut self.opponent_buildings, &mut self.opponent,
- &mut self.unoccupied_opponent_cells,
- &settings);
- ExpressiveGameState::move_missiles(&mut self.opponent_missiles, |p| p.wrapping_move_left(),
- &mut self.player_buildings, &mut self.player,
- &mut self.unoccupied_player_cells,
- &settings);
-
- ExpressiveGameState::add_energy(&mut self.player);
- ExpressiveGameState::add_energy(&mut self.opponent);
-
- ExpressiveGameState::update_status(self);
-
- self.status
- }
-
-
- fn player(&self) -> &Player { &self.player }
- fn opponent(&self) -> &Player { &self.opponent }
- fn player_has_max_teslas(&self) -> bool { self.count_player_teslas() >= 2 }
- fn opponent_has_max_teslas(&self) -> bool { self.count_opponent_teslas() >= 2 }
-
- fn unoccupied_player_cell_count(&self) -> usize { self.unoccupied_player_cells.len() }
- fn unoccupied_opponent_cell_count(&self) -> usize { self.unoccupied_opponent_cells.len() }
- fn location_of_unoccupied_player_cell(&self, i: usize) -> Point { self.unoccupied_player_cells[i] }
- fn location_of_unoccupied_opponent_cell(&self, i: usize) -> Point { self.unoccupied_opponent_cells[i] }
-}
-
-impl ExpressiveGameState {
- pub fn new(
- player: Player, opponent: Player,
- player_unconstructed_buildings: Vec<UnconstructedBuilding>, player_buildings: Vec<Building>,
- opponent_unconstructed_buildings: Vec<UnconstructedBuilding>, opponent_buildings: Vec<Building>,
- player_missiles: Vec<Missile>, opponent_missiles: Vec<Missile>,
- settings: &GameSettings) -> ExpressiveGameState {
-
- let unoccupied_player_cells = ExpressiveGameState::unoccupied_cells(
- &player_buildings, &player_unconstructed_buildings, Point::new(0, 0), Point::new(settings.size.x/2, settings.size.y)
- );
- let unoccupied_opponent_cells = ExpressiveGameState::unoccupied_cells(
- &opponent_buildings, &opponent_unconstructed_buildings, Point::new(settings.size.x/2, 0), Point::new(settings.size.x, settings.size.y)
- );
- ExpressiveGameState {
- status: GameStatus::Continue,
- player, opponent,
- player_unconstructed_buildings, player_buildings, unoccupied_player_cells,
- opponent_unconstructed_buildings, opponent_buildings, unoccupied_opponent_cells,
- player_missiles, opponent_missiles
- }
- }
-
- /**
- * Sorts the various arrays. Generally not necessary, but useful
- * for tests that check equality between states.
- */
- #[cfg(debug_assertions)]
- pub fn sort(&mut self) {
- self.player_unconstructed_buildings.sort_by_key(|b| b.pos);
- self.player_buildings.sort_by_key(|b| b.pos);
- self.unoccupied_player_cells.sort();
- self.opponent_unconstructed_buildings.sort_by_key(|b| b.pos);
- self.opponent_buildings.sort_by_key(|b| b.pos);
- self.unoccupied_opponent_cells.sort();
- self.player_missiles.sort_by_key(|b| b.pos);
- self.opponent_missiles.sort_by_key(|b| b.pos);
- }
-
- fn perform_construct_command(unconstructed_buildings: &mut Vec<UnconstructedBuilding>, buildings: &mut Vec<Building>, player: &mut Player, unoccupied_cells: &mut Vec<Point>, settings: &GameSettings, command: Command, size: &Point) {
- if let Command::Build(p, b) = command {
- let blueprint = settings.building_settings(b);
-
- // This is used internally. I should not be making
- // invalid moves!
- debug_assert!(!buildings.iter().any(|b| b.pos == p));
- debug_assert!(p.x < size.x && p.y < size.y);
- debug_assert!(player.energy >= blueprint.price);
- debug_assert!(b != BuildingType::Tesla ||
- (unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
- buildings.iter().filter(|b| b.weapon_damage == 20).count() < 2));
-
- player.energy -= blueprint.price;
- unconstructed_buildings.push(UnconstructedBuilding::new(p, blueprint));
-
- let to_remove_index = unoccupied_cells.iter().position(|&pos| pos == p).unwrap();
- unoccupied_cells.swap_remove(to_remove_index);
- }
- }
- fn perform_deconstruct_command(unconstructed_buildings: &mut Vec<UnconstructedBuilding>, buildings: &mut Vec<Building>, player: &mut Player, unoccupied_cells: &mut Vec<Point>, command: Command) {
- if let Command::Deconstruct(p) = command {
- let to_remove_index = buildings.iter().position(|ref b| b.pos == p);
- let unconstructed_to_remove_index = unconstructed_buildings.iter().position(|ref b| b.pos == p);
- debug_assert!(to_remove_index.is_some() || unconstructed_to_remove_index.is_some());
-
- if let Some(i) = to_remove_index {
- player.energy_generated -= buildings[i].energy_generated_per_turn;
- buildings.swap_remove(i);
- }
- if let Some(i) = unconstructed_to_remove_index {
- unconstructed_buildings.swap_remove(i);
- }
-
- player.energy += 5;
-
- unoccupied_cells.push(p);
- }
- }
-
- fn update_construction(unconstructed_buildings: &mut Vec<UnconstructedBuilding>, buildings: &mut Vec<Building>, player: &mut Player) {
- let mut buildings_len = unconstructed_buildings.len();
- for i in (0..buildings_len).rev() {
- if unconstructed_buildings[i].is_constructed() {
- player.energy_generated += unconstructed_buildings[i].energy_generated_per_turn;
- buildings.push(unconstructed_buildings[i].to_building());
- buildings_len -= 1;
- unconstructed_buildings.swap(i, buildings_len);
- } else {
- unconstructed_buildings[i].construction_time_left -= 1
- }
- }
- unconstructed_buildings.truncate(buildings_len);
- }
-
- fn fire_teslas(player: &mut Player, player_buildings: &mut Vec<Building>, player_unoccupied_cells: &mut Vec<Point>, opponent: &mut Player, opponent_buildings: &mut Vec<Building>, opponent_unoccupied_cells: &mut Vec<Point>,settings: &GameSettings) {
- #[cfg(debug_assertions)]
- {
- player_buildings.sort_by(|a, b| b.age.cmp(&a.age).then(a.pos.cmp(&b.pos)));
- opponent_buildings.sort_by(|a, b| b.age.cmp(&a.age).then(a.pos.cmp(&b.pos)));
- }
-
- for tesla in player_buildings.iter_mut().filter(|b| b.weapon_damage == 20) {
- tesla.age += 1;
- if tesla.weapon_cooldown_time_left > 0 {
- tesla.weapon_cooldown_time_left -= 1;
- } else if player.energy >= 100 {
- player.energy -= 100;
- tesla.weapon_cooldown_time_left = tesla.weapon_cooldown_period;
-
- if tesla.pos.x + 1 >= settings.size.x/2 {
- opponent.health = opponent.health.saturating_sub(settings.tesla.weapon_damage);
- }
- 'player_col_loop: for x in tesla.pos.x+1..tesla.pos.x+(settings.size.x/2)+2 {
- for &y in [tesla.pos.y.saturating_sub(1), tesla.pos.y, tesla.pos.y.saturating_add(1)].iter() {
- let target_point = Point::new(x, y);
- for b in 0..opponent_buildings.len() {
- if opponent_buildings[b].pos == target_point && opponent_buildings[b].health > 0 {
- opponent_buildings[b].health = opponent_buildings[b].health.saturating_sub(settings.tesla.weapon_damage);
- continue 'player_col_loop;
- }
- }
- }
- }
- }
- }
-
- for tesla in opponent_buildings.iter_mut().filter(|b| b.weapon_damage == 20) {
- tesla.age += 1;
- if tesla.weapon_cooldown_time_left > 0 {
- tesla.weapon_cooldown_time_left -= 1;
- } else if opponent.energy >= 100 {
- opponent.energy -= 100;
- tesla.weapon_cooldown_time_left = tesla.weapon_cooldown_period;
-
- if tesla.pos.x <= settings.size.x/2 {
- player.health = player.health.saturating_sub(settings.tesla.weapon_damage);
- }
- 'opponent_col_loop: for x in tesla.pos.x.saturating_sub((settings.size.x/2)+1)..tesla.pos.x {
- for &y in [tesla.pos.y.saturating_sub(1), tesla.pos.y, tesla.pos.y.saturating_add(1)].iter() {
- let target_point = Point::new(x, y);
- for b in 0..player_buildings.len() {
- if player_buildings[b].pos == target_point && player_buildings[b].health > 0 {
- player_buildings[b].health = player_buildings[b].health.saturating_sub(settings.tesla.weapon_damage);
- continue 'opponent_col_loop;
- }
- }
- }
- }
- }
- }
-
- for building in player_buildings.iter().filter(|b| b.health == 0) {
- player_unoccupied_cells.push(building.pos);
- player.energy_generated -= building.energy_generated_per_turn;
- }
- player_buildings.retain(|b| b.health > 0);
-
- for building in opponent_buildings.iter().filter(|b| b.health == 0) {
- opponent_unoccupied_cells.push(building.pos);
- opponent.energy_generated -= building.energy_generated_per_turn;
- }
- opponent_buildings.retain(|b| b.health > 0);
- }
-
- fn add_missiles(buildings: &mut Vec<Building>, missiles: &mut Vec<Missile>) {
- for building in buildings.iter_mut().filter(|b| b.is_shooty()) {
- if building.weapon_cooldown_time_left > 0 {
- building.weapon_cooldown_time_left -= 1;
- } else {
- missiles.push(Missile {
- pos: building.pos,
- speed: building.weapon_speed,
- damage: building.weapon_damage,
- });
- building.weapon_cooldown_time_left = building.weapon_cooldown_period;
- }
- }
- }
-
- fn move_missiles<F>(missiles: &mut Vec<Missile>, mut wrapping_move_fn: F, opponent_buildings: &mut Vec<Building>, opponent: &mut Player, unoccupied_cells: &mut Vec<Point>, settings: &GameSettings)
- where F: FnMut(&mut Point) {
- let mut missiles_len = missiles.len();
- 'speed_loop: for _ in 0..settings.attack.weapon_speed {
- 'missile_loop: for m in (0..missiles.len()).rev() {
- wrapping_move_fn(&mut missiles[m].pos);
- if missiles[m].pos.x >= settings.size.x {
- opponent.health = opponent.health.saturating_sub(missiles[m].damage);
-
- missiles_len -= 1;
- missiles.swap(m, missiles_len);
-
- continue 'missile_loop;
- }
- else {
- for b in 0..opponent_buildings.len() {
- if opponent_buildings[b].pos == missiles[m].pos {
- opponent_buildings[b].health = opponent_buildings[b].health.saturating_sub(missiles[m].damage);
-
- missiles_len -= 1;
- missiles.swap(m, missiles_len);
-
- if opponent_buildings[b].health == 0 {
- unoccupied_cells.push(opponent_buildings[b].pos);
- opponent.energy_generated -= opponent_buildings[b].energy_generated_per_turn;
- opponent_buildings.swap_remove(b);
- }
- //after game engine bug fix, this should go back to missile_loop
- continue 'missile_loop;
- }
- }
- }
- }
- missiles.truncate(missiles_len);
- }
- }
-
- fn add_energy(player: &mut Player) {
- player.energy += player.energy_generated;
- }
-
- fn update_status(state: &mut ExpressiveGameState) {
- let player_dead = state.player.health == 0;
- let opponent_dead = state.opponent.health == 0;
- state.status = match (player_dead, opponent_dead) {
- (true, true) => GameStatus::Draw,
- (false, true) => GameStatus::PlayerWon,
- (true, false) => GameStatus::OpponentWon,
- (false, false) => GameStatus::Continue,
- };
- }
-
- fn unoccupied_cells(buildings: &[Building], unconstructed_buildings: &[UnconstructedBuilding], bl: Point, tr: Point) -> Vec<Point> {
- let mut result = Vec::with_capacity((tr.y-bl.y) as usize * (tr.x-bl.x) as usize);
- for y in bl.y..tr.y {
- for x in bl.x..tr.x {
- let pos = Point::new(x, y);
- if !buildings.iter().any(|b| b.pos == pos) && !unconstructed_buildings.iter().any(|b| b.pos == pos) {
- result.push(pos);
- }
- }
- }
- result
- }
-
- pub fn count_player_teslas(&self) -> usize {
- self.player_unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
- self.player_buildings.iter().filter(|b| b.weapon_damage == 20).count()
- }
-
- pub fn count_opponent_teslas(&self) -> usize {
- self.opponent_unconstructed_buildings.iter().filter(|b| b.weapon_damage == 20).count() +
- self.opponent_buildings.iter().filter(|b| b.weapon_damage == 20).count()
- }
-}
-
-impl GameStatus {
- fn is_complete(&self) -> bool {
- *self != GameStatus::Continue
- }
-}
-
-
-
-impl UnconstructedBuilding {
- pub fn new(pos: Point, blueprint: &BuildingSettings) -> UnconstructedBuilding {
- UnconstructedBuilding {
- pos,
- health: blueprint.health,
- construction_time_left: blueprint.construction_time,
- weapon_damage: blueprint.weapon_damage,
- weapon_speed: blueprint.weapon_speed,
- weapon_cooldown_period: blueprint.weapon_cooldown_period,
- energy_generated_per_turn: blueprint.energy_generated_per_turn
- }
- }
-
- fn is_constructed(&self) -> bool {
- self.construction_time_left == 0
- }
-
- fn to_building(&self) -> Building {
- Building {
- pos: self.pos,
- health: self.health,
- weapon_damage: self.weapon_damage,
- weapon_speed: self.weapon_speed,
- weapon_cooldown_time_left: 0,
- weapon_cooldown_period: self.weapon_cooldown_period,
- energy_generated_per_turn: self.energy_generated_per_turn,
- age: 0
- }
- }
-}
-
-impl Building {
- pub fn new(pos: Point, blueprint: &BuildingSettings) -> Building {
- Building {
- pos,
- health: blueprint.health,
- weapon_damage: blueprint.weapon_damage,
- weapon_speed: blueprint.weapon_speed,
- weapon_cooldown_time_left: 0,
- weapon_cooldown_period: blueprint.weapon_cooldown_period,
- energy_generated_per_turn: blueprint.energy_generated_per_turn,
- age: 0
- }
- }
-
- fn is_shooty(&self) -> bool {
- self.weapon_damage > 0 && self.weapon_damage < 20
- }
-}
-
diff --git a/src/engine/mod.rs b/src/engine/mod.rs
index a444059..c205d72 100644
--- a/src/engine/mod.rs
+++ b/src/engine/mod.rs
@@ -1,7 +1,6 @@
pub mod command;
pub mod geometry;
pub mod settings;
-pub mod expressive_engine;
pub mod bitwise_engine;
pub mod constants;
diff --git a/src/input/json.rs b/src/input/json.rs
index 000c355..200252a 100644
--- a/src/input/json.rs
+++ b/src/input/json.rs
@@ -5,21 +5,9 @@ use std::error::Error;
use engine;
use engine::command;
-use engine::expressive_engine;
use engine::bitwise_engine;
use engine::constants::*;
-pub fn read_expressive_state_from_file(filename: &str) -> Result<(engine::settings::GameSettings, expressive_engine::ExpressiveGameState), Box<Error>> {
- let mut file = File::open(filename)?;
- let mut content = String::new();
- file.read_to_string(&mut content)?;
- let state: State = serde_json::from_str(content.as_ref())?;
-
- let engine_settings = state.to_engine_settings();
- let engine_state = state.to_expressive_engine(&engine_settings);
- Ok((engine_settings, engine_state))
-}
-
pub fn read_bitwise_state_from_file(filename: &str) -> Result<(engine::settings::GameSettings, bitwise_engine::BitwiseGameState), Box<Error>> {
let mut file = File::open(filename)?;
let mut content = String::new();
@@ -99,10 +87,10 @@ struct BuildingState {
health: u8,
construction_time_left: i16,
//price: u16,
- weapon_damage: u8,
- weapon_speed: u8,
+ //weapon_damage: u8,
+ //weapon_speed: u8,
weapon_cooldown_time_left: u8,
- weapon_cooldown_period: u8,
+ //weapon_cooldown_period: u8,
//destroy_multiplier: u32,
//construction_score: u32,
energy_generated_per_turn: u16,
@@ -115,10 +103,10 @@ struct BuildingState {
#[derive(Deserialize)]
#[serde(rename_all = "camelCase")]
struct MissileState {
- damage: u8,
- speed: u8,
- x: u8,
- y: u8,
+ //damage: u8,
+ //speed: u8,
+ //x: u8,
+ //y: u8,
player_type: char
}
@@ -135,22 +123,6 @@ impl State {
)
}
- fn to_expressive_engine(&self, settings: &engine::settings::GameSettings) -> expressive_engine::ExpressiveGameState {
- let player_buildings = self.buildings_to_expressive_engine('A');
- let opponent_buildings = self.buildings_to_expressive_engine('B');
- expressive_engine::ExpressiveGameState::new(
- self.player().to_engine(settings, &player_buildings),
- self.opponent().to_engine(settings, &opponent_buildings),
- self.unconstructed_buildings_to_expressive_engine('A'),
- player_buildings,
- self.unconstructed_buildings_to_expressive_engine('B'),
- opponent_buildings,
- self.missiles_to_expressive_engine('A'),
- self.missiles_to_expressive_engine('B'),
- settings
- )
- }
-
fn to_bitwise_engine(&self) -> bitwise_engine::BitwiseGameState {
let mut player = self.player().to_bitwise_engine();
let mut opponent = self.opponent().to_bitwise_engine();
@@ -237,39 +209,6 @@ impl State {
.find(|p| p.player_type == 'B')
.expect("Opponent character did not appear in state.json")
}
-
- fn unconstructed_buildings_to_expressive_engine(&self, player_type: char) -> Vec<expressive_engine::UnconstructedBuilding> {
- self.game_map.iter()
- .flat_map(|row| row.iter()
- .flat_map(|cell| cell.buildings.iter()
- .filter(|b| b.player_type == player_type && b.construction_time_left >= 0)
- .map(|b| b.to_expressive_engine_unconstructed())
- )
- )
- .collect()
- }
-
- fn buildings_to_expressive_engine(&self, player_type: char) -> Vec<expressive_engine::Building> {
- self.game_map.iter()
- .flat_map(|row| row.iter()
- .flat_map(|cell| cell.buildings.iter()
- .filter(|b| b.player_type == player_type && b.construction_time_left < 0)
- .map(|b| b.to_expressive_engine())
- )
- )
- .collect()
- }
-
- fn missiles_to_expressive_engine(&self, player_type: char) -> Vec<expressive_engine::Missile> {
- self.game_map.iter()
- .flat_map(|row| row.iter()
- .flat_map(|cell| cell.missiles.iter()
- .filter(|b| b.player_type == player_type)
- .map(|b| b.to_expressive_engine())
- )
- )
- .collect()
- }
}
impl BuildingBlueprint {
@@ -287,13 +226,6 @@ impl BuildingBlueprint {
}
impl Player {
- fn to_engine(&self, settings: &engine::settings::GameSettings, buildings: &[expressive_engine::Building]) -> engine::Player {
- engine::Player {
- energy: self.energy,
- health: self.health,
- energy_generated: settings.energy_income + buildings.iter().map(|b| b.energy_generated_per_turn).sum::<u16>()
- }
- }
fn to_bitwise_engine(&self) -> engine::Player {
engine::Player {
energy: self.energy,
@@ -304,31 +236,6 @@ impl Player {
}
impl BuildingState {
- fn to_expressive_engine(&self) -> expressive_engine::Building {
- expressive_engine::Building {
- pos: engine::geometry::Point::new(self.x, self.y),
- health: self.health,
- weapon_damage: self.weapon_damage,
- weapon_speed: self.weapon_speed,
- weapon_cooldown_time_left: self.weapon_cooldown_time_left,
- weapon_cooldown_period: self.weapon_cooldown_period,
- energy_generated_per_turn: self.energy_generated_per_turn,
- age: self.construction_time_left.abs() as u16
- }
- }
-
- fn to_expressive_engine_unconstructed(&self) -> expressive_engine::UnconstructedBuilding {
- expressive_engine::UnconstructedBuilding {
- pos: engine::geometry::Point::new(self.x, self.y),
- health: self.health,
- construction_time_left: self.construction_time_left as u8, // > 0 check already happened
- weapon_damage: self.weapon_damage,
- weapon_speed: self.weapon_speed,
- weapon_cooldown_period: self.weapon_cooldown_period,
- energy_generated_per_turn: self.energy_generated_per_turn,
- }
- }
-
fn to_bitwise_engine_unconstructed(&self) -> bitwise_engine::UnconstructedBuilding {
bitwise_engine::UnconstructedBuilding {
pos: engine::geometry::Point::new(self.x, self.y),
@@ -346,13 +253,3 @@ impl BuildingState {
}
}
}
-
-impl MissileState {
- fn to_expressive_engine(&self) -> expressive_engine::Missile {
- expressive_engine::Missile {
- pos: engine::geometry::Point::new(self.x, self.y),
- damage: self.damage,
- speed: self.speed,
- }
- }
-}
diff --git a/tests/expressive_to_bitwise_comparison.rs b/tests/expressive_to_bitwise_comparison.rs
deleted file mode 100644
index 72b5731..0000000
--- a/tests/expressive_to_bitwise_comparison.rs
+++ /dev/null
@@ -1,256 +0,0 @@
-extern crate zombot;
-
-#[macro_use] extern crate proptest;
-extern crate rand;
-
-use zombot::input;
-use zombot::engine::command::{Command, BuildingType};
-use zombot::engine::geometry::Point;
-use zombot::engine::settings::GameSettings;
-use zombot::engine::{GameState, GameStatus, Player};
-
-use zombot::engine::expressive_engine;
-use zombot::engine::bitwise_engine;
-use zombot::engine::constants::*;
-
-use proptest::prelude::*;
-
-use rand::{Rng, XorShiftRng, SeedableRng};
-
-
-const STATE_PATH: &str = "tests/state0.json";
-
-#[test]
-fn reads_into_bitwise_correctly() {
- test_reading_from_replay("tests/after_200", 64);
-}
-
-fn test_reading_from_replay(replay_folder: &str, length: usize) {
- for i in 0..length {
- let state_file = format!("{}/Round {:03}/state.json", replay_folder, i);
-
- let (_, expressive_state) = input::json::read_expressive_state_from_file(&state_file).expect("Failed to load expressive state");
- let (_, bitwise_state) = input::json::read_bitwise_state_from_file(&state_file).expect("Failed to load bitwise state");
-
- assert_eq!(build_bitwise_from_expressive(&expressive_state), bitwise_state.clone(), "\nFailed on state {}\n", i);
- }
-}
-
-
-proptest! {
- #[test]
- fn follows_the_same_random_game_tree(seed in any::<[u32;4]>()) {
- let mut rng = XorShiftRng::from_seed(seed);
-
- let (settings, mut expressive_state) = input::json::read_expressive_state_from_file(STATE_PATH).expect("Failed to load expressive state");
- let (_, mut bitwise_state) = input::json::read_bitwise_state_from_file(STATE_PATH).expect("Failed to load bitwise state");
-
- expressive_state.sort();
-
- let mut expected_status = GameStatus::Continue;
- while expected_status == GameStatus::Continue {
- let player_command = random_player_move(&settings, &expressive_state, &bitwise_state, &mut rng);
- let opponent_command = random_opponent_move(&settings, &expressive_state, &bitwise_state, &mut rng);
- println!("Player command: {}", player_command);
- println!("Opponent command: {}", opponent_command);
-
- expected_status = expressive_state.simulate(&settings, player_command, opponent_command);
- let actual_status = bitwise_state.simulate(&settings, player_command, opponent_command);
-
- expressive_state.sort();
-
- assert_eq!(&expected_status, &actual_status);
- assert_eq!(build_bitwise_from_expressive(&expressive_state), bitwise_state.sorted());
- }
- }
-}
-
-fn random_player_move<R: Rng, GSE: GameState, GSB: GameState>(settings: &GameSettings, expressive_state: &GSE, bitwise_state: &GSB, rng: &mut R) -> Command {
- assert_eq!(expressive_state.player_has_max_teslas(), bitwise_state.player_has_max_teslas());
- let all_buildings = sensible_buildings(settings, &expressive_state.player(), expressive_state.player_has_max_teslas());
- random_move(&all_buildings, rng, expressive_state.unoccupied_player_cell_count(), |i| expressive_state.location_of_unoccupied_player_cell(i), |i| bitwise_state.location_of_unoccupied_player_cell(i))
-}
-
-fn random_opponent_move<R: Rng, GSE: GameState, GSB: GameState>(settings: &GameSettings, expressive_state: &GSE, bitwise_state: &GSB, rng: &mut R) -> Command {
- assert_eq!(expressive_state.player_has_max_teslas(), bitwise_state.player_has_max_teslas());
- let all_buildings = sensible_buildings(settings, &expressive_state.opponent(), expressive_state.opponent_has_max_teslas());
- random_move(&all_buildings, rng, expressive_state.unoccupied_opponent_cell_count(), |i| expressive_state.location_of_unoccupied_opponent_cell(i), |i| bitwise_state.location_of_unoccupied_opponent_cell(i))
-}
-
-fn random_move<R: Rng, FE:Fn(usize)->Point, FB:Fn(usize)->Point>(all_buildings: &[BuildingType], rng: &mut R, free_positions_count: usize, get_point_expressive: FE, get_point_bitwise: FB) -> Command {
- let building_command_count = free_positions_count*all_buildings.len();
- let nothing_count = 1;
-
- let number_of_commands = building_command_count + nothing_count;
-
- let choice_index = rng.gen_range(0, number_of_commands);
-
- if choice_index == number_of_commands - 1 {
- Command::Nothing
- } else {
- let expressive_point = get_point_expressive(choice_index/all_buildings.len());
- let bitwise_point = get_point_bitwise(choice_index/all_buildings.len());
- assert_eq!(expressive_point, bitwise_point);
- Command::Build(
- expressive_point,
- all_buildings[choice_index%all_buildings.len()]
- )
- }
-}
-
-fn sensible_buildings(settings: &GameSettings, player: &Player, has_max_teslas: bool) -> Vec<BuildingType> {
- let mut result = Vec::with_capacity(4);
- for b in BuildingType::all().iter() {
- let building_setting = settings.building_settings(*b);
- let affordable = building_setting.price <= player.energy;
- let is_tesla = *b == BuildingType::Tesla;
- if affordable && (!is_tesla || !has_max_teslas) {
- result.push(*b);
- }
- }
- result
-}
-
-fn build_bitwise_from_expressive(expressive: &expressive_engine::ExpressiveGameState) -> bitwise_engine::BitwiseGameState {
- let player_unconstructed = expressive.player_unconstructed_buildings.iter()
- .map(build_bitwise_unconstructed_from_expressive)
- .collect();
- let opponent_unconstructed = expressive.opponent_unconstructed_buildings.iter()
- .map(build_bitwise_unconstructed_from_expressive)
- .collect();
-
- let player_energy = expressive.player_buildings.iter()
- .filter(|b| identify_building_type(b.weapon_damage, b.energy_generated_per_turn) == BuildingType::Energy)
- .fold(0, |acc, next| acc | next.pos.to_left_bitfield());
- let opponent_energy = expressive.opponent_buildings.iter()
- .filter(|b| identify_building_type(b.weapon_damage, b.energy_generated_per_turn) == BuildingType::Energy)
- .fold(0, |acc, next| acc | next.pos.to_right_bitfield());
-
- let mut player_buildings_iter = (0..DEFENCE_HEALTH as u8)
- .map(|i| expressive.player_buildings.iter()
- .filter(|b| b.health > i*MISSILE_DAMAGE)
- .fold(0, |acc, next| acc | next.pos.to_left_bitfield())
- );
- let mut opponent_buildings_iter = (0..DEFENCE_HEALTH as u8)
- .map(|i| expressive.opponent_buildings.iter()
- .filter(|b| b.health > i*MISSILE_DAMAGE)
- .fold(0, |acc, next| acc | next.pos.to_right_bitfield())
- );
-
- let player_occupied = expressive.player_buildings.iter()
- .fold(0, |acc, next| acc | next.pos.to_left_bitfield()) |
- expressive.player_unconstructed_buildings.iter()
- .fold(0, |acc, next| acc | next.pos.to_left_bitfield());
- let opponent_occupied = expressive.opponent_buildings.iter()
- .fold(0, |acc, next| acc | next.pos.to_right_bitfield()) |
- expressive.opponent_unconstructed_buildings.iter()
- .fold(0, |acc, next| acc | next.pos.to_right_bitfield());
-
- let mut player_attack_iter = (0..MISSILE_COOLDOWN_STATES as u8)
- .map(|i| expressive.player_buildings.iter()
- .filter(|b| identify_building_type(b.weapon_damage, b.energy_generated_per_turn) == BuildingType::Attack)
- .filter(|b| b.weapon_cooldown_time_left == i)
- .fold(0, |acc, next| acc | next.pos.to_left_bitfield())
- );
- let mut opponent_attack_iter = (0..MISSILE_COOLDOWN_STATES as u8)
- .map(|i| expressive.opponent_buildings.iter()
- .filter(|b| identify_building_type(b.weapon_damage, b.energy_generated_per_turn) == BuildingType::Attack)
- .filter(|b| b.weapon_cooldown_time_left == i)
- .fold(0, |acc, next| acc | next.pos.to_right_bitfield())
- );
-
- let empty_missiles: [(u64,u64);MISSILE_COOLDOWN_STATES] = [(0,0),(0,0),(0,0),(0,0)];
- let player_missiles = expressive.player_missiles.iter()
- .fold(empty_missiles, |acc, m| {
- let (mut left, mut right) = m.pos.to_bitfield();
- let mut res = acc.clone();
- for mut tier in res.iter_mut() {
- let setting = (!tier.0 & left, !tier.1 & right);
- tier.0 |= setting.0;
- tier.1 |= setting.1;
- left &= !setting.0;
- right &= !setting.1;
- }
- res
- });
- let opponent_missiles = expressive.opponent_missiles.iter()
- .fold(empty_missiles, |acc, m| {
- let (mut left, mut right) = m.pos.to_bitfield();
- let mut res = acc.clone();
- for mut tier in res.iter_mut() {
- let setting = (!tier.0 & right, !tier.1 & left);
- tier.0 |= setting.0;
- tier.1 |= setting.1;
- right &= !setting.0;
- left &= !setting.1;
- }
- res
- });
-
- let null_tesla = bitwise_engine::TeslaCooldown {
- active: false,
- pos: Point::new(0,0),
- cooldown: 0,
- age: 0
- };
- let mut player_tesla_iter = expressive.player_buildings.iter()
- .filter(|b| identify_building_type(b.weapon_damage, b.energy_generated_per_turn) == BuildingType::Tesla)
- .map(|b| bitwise_engine::TeslaCooldown {
- active: true,
- pos: b.pos,
- cooldown: b.weapon_cooldown_time_left,
- age: b.age,
- });
- let mut opponent_tesla_iter = expressive.opponent_buildings.iter()
- .filter(|b| identify_building_type(b.weapon_damage, b.energy_generated_per_turn) == BuildingType::Tesla)
- .map(|b| bitwise_engine::TeslaCooldown {
- active: true,
- pos: b.pos,
- cooldown: b.weapon_cooldown_time_left,
- age: b.age,
- });
- bitwise_engine::BitwiseGameState {
- status: expressive.status,
- player: expressive.player.clone(),
- opponent: expressive.opponent.clone(),
- player_buildings: bitwise_engine::PlayerBuildings {
- unconstructed: player_unconstructed,
- buildings: [player_buildings_iter.next().unwrap(), player_buildings_iter.next().unwrap(), player_buildings_iter.next().unwrap(), player_buildings_iter.next().unwrap()],
- occupied: player_occupied,
- energy_towers: player_energy,
- missile_towers: [player_attack_iter.next().unwrap(), player_attack_iter.next().unwrap(), player_attack_iter.next().unwrap(), player_attack_iter.next().unwrap()],
- firing_tower: 0,
- missiles: player_missiles,
- tesla_cooldowns: [player_tesla_iter.next().unwrap_or(null_tesla.clone()),
- player_tesla_iter.next().unwrap_or(null_tesla.clone())]
- },
- opponent_buildings: bitwise_engine::PlayerBuildings {
- unconstructed: opponent_unconstructed,
- buildings: [opponent_buildings_iter.next().unwrap(), opponent_buildings_iter.next().unwrap(), opponent_buildings_iter.next().unwrap(), opponent_buildings_iter.next().unwrap()],
- occupied: opponent_occupied,
- energy_towers: opponent_energy,
- missile_towers: [opponent_attack_iter.next().unwrap(), opponent_attack_iter.next().unwrap(), opponent_attack_iter.next().unwrap(), opponent_attack_iter.next().unwrap()],
- firing_tower: 0,
- missiles: opponent_missiles,
- tesla_cooldowns: [opponent_tesla_iter.next().unwrap_or(null_tesla.clone()),
- opponent_tesla_iter.next().unwrap_or(null_tesla.clone())]
- }
- }
-}
-
-fn build_bitwise_unconstructed_from_expressive(b: &expressive_engine::UnconstructedBuilding) -> bitwise_engine::UnconstructedBuilding {
- bitwise_engine::UnconstructedBuilding {
- pos: b.pos,
- construction_time_left: b.construction_time_left,
- building_type: identify_building_type(b.weapon_damage, b.energy_generated_per_turn)
- }
-}
-
-fn identify_building_type(weapon_damage: u8, energy_generated_per_turn: u16) -> BuildingType {
- match (weapon_damage, energy_generated_per_turn) {
- (MISSILE_DAMAGE, _) => BuildingType::Attack,
- (TESLA_DAMAGE, _) => BuildingType::Tesla,
- (_, ENERGY_GENERATED_TOWER) => BuildingType::Energy,
- _ => BuildingType::Defence
- }
-}